I'd try to avoid all the high # of wormhole planets. Defending those is gonna be a pain in the butt.
And yeah, you could probably work your way around the alerted coreworld. I just hope you get it all done before the coreworld starts leaking mk V ships into your planets....
I like challenges and reading how other people solve them. Let us know if you found a way =)
Well, seeing as my homeworld was a 14 wormhole system I did not really have much choice. The 2nd world I captured on the left I deliberately chose one with as many wormholes as possible to make scouting easier.
and then start game without looking at the mapThat explains why the RNG was salivating.
And then one of the AIs goes and unlocks Sentinel Frigates which have tachyon beams.It's on a roll!
Oddly enough, I think the RNG was pretty friendly this game. The shield gens should not be too bad.
The other thing is ship build up is noticeably lower then I'm used to. I assume it's because I've kept AIP so ridiculously low but I have yet to see 300 enemy ships on a single planet.16 AIP on 7 = not many reinforcements. And the recent big fixes to reinforcements may be playing into it too, dunno.
Oddly enough, I finding reclaimed ships to be a bigger threat at this low AIP. At least minipods, I've been sending them in solo to take advantage of the cloak and running into a leech starship hurts. As in "How the hell does this planet have 100 MORE ships then before I attacked it?" pain.
Once AIP starts rising it will be interesting to see if the highways I setup between worlds give me enough (and secure enough) mobility to defend my planets or if I will be abandoning a lot of worlds once I've destroyed the Shield Generator on them.Yea; I'm guessing it will depend on how much m+c you need to replace losses in a timely fashion, and how much energy you need to run the fleet. Other than those, and once you have the knowledge, just writing those planets off may be the better move. On the other hand, having speedbumps to deal with CPAs and whatnot is nice. On the third hand, rebuilding speedbumps every 10 minutes is not nice
Ya, the RNG was not totally evil in laying out the core shields.
And on to my game.
Before I go any further, I've attached _Unmarked.jpg as my galaxy map showing the core shield if you want to take a look and see what you would do. The 'RAID' in the bottom centerish is a system with a raid engine.
As for what I am going to do, see My Strategy.jpg. My current empire is marked in purple with the highway I've got set up between them.
I've actually gotten quite lucky in the shields layout. 3 A-shields are adjacent to my deep strike world and so easy pickings. The placement of the B-shields is kind of annoying, and there is only 2 of them. At least the 4th A-Shield is adjacent to the B-Shield I am going to take.
C,D,E is also adjacent to my deep strike world and so easy pickings.
The D-shield is the only one I was not really sure about, the one I am going to take is marked 8th. 8a and 8b were the possible alternates, 8a being already neutered as it's on my highway and 8b to isolate 3 from waves. But as 3 is an A-shield (ARS) and not a B-Shield (Adv Fac) I'm not as concerned about defending it.
I've marked the order of the planets I'm going to take. 6 of the 8 planets I need to take are adjacent to my deep strike world so it's actually a pretty simple layout.
The planet marked 9 is the Mark III I will use to go around the alerted core world. I was hoping to use that planet to destroy the E Shield but I want to neuter that planet and strike past it so I don't perma-alert the core world I will be going through to reach that home world.
This way, by the time I take planet 4 (B-Shield ADV FAC) I will have enough knowledge to unlock 3 Tier III ships.
The downside is nothing is expendable, I will
be holding all these systems.
I have not marked anything past 9 planets from now, but at that point it's blow the center left AI homeworld then steamroll the top homeworld ASAP.